For my sins Matrix have invited me to join the Beta Brigade and like yourselves I've noticed one or two little eyebrow raisers that I've passed on. Jason ('Gor bless 'im) with his usual incisiveness has replied to the effect of "Well stop carping on about it - do something!".

So for starters I'm collating a list of anomalies in the various unit files and for my sins am working through the files unit by unit, nation by nation, game by game and you can help me.

Please reply to this thread if you notice a perceived problem with a unit. I say "perceived" as there could be a good design reason why the unit does not appear as you suspect it should.

This could be anything from say flamethrower icons appearing on the wrong unit, bicycles thrown in the ditch and abandoned ambushing passing tanks to missing entries on the unit text (the bit you read when you press F2).

The information I need is as follows

GAME

NATIONALITY

UNIT NAME

SCENARIO IN WHICH THE PROBLEM WAS FIRST NOTED

NATURE OF THE PERCEIVED PROBLEM

So far I have ...

Engineering units blowing themselves up in minefields.Horses and bicycles shooting people up.Soviet SMG platoons with different fire values even though they are from the same period and same over-riding organisation.Virtually indestructable Grant Tanks.

I too am working with the Beta Brigade as soon as I get that NDA faxed.

I am happily debugging unit graphics at the moment. WF has a plethora of units with .bit and .bmp file errors, not to mention some of the missing range values.

Why Unit graphics, well because I like it, I'm good at iit and this is the bit that I can fix, edits to the unit files are alot safer than if people are attempting edits to the platoon.oob and obx files these are best done by Matrix off a single master.

It may be an idea to split alot of this work up and tackle this as a coordinated approach

That way there is a reduced duplication of effort.

Like I said I am primarily focusing on WF at the moment, I have created sample scenario files and I am adding every possible unit to the scenario in order to debug, how they look and how they behave in game play. It seems alot of the WF PB#2 and PB#3 units are the biggest culprits.

Yes I quite agree, I've chatted with Jason and he's working on getting us all together. For my part I'm not even going to start to attempt any fixes, I'm confining myself to rooting out all the bits and pieces that need or may need fixing.

Although this is the most recent incident...it has happened in every game (WF, EF, RS) within any scenario, and with all Engineer\Mine Clearing Units whenever I have moved them into any strength minefield (M1, M2, etc.)

Will this be fixed shortly? It makes the game virtually unplayable. This unit, as you know, is one of the most tactically important on the battlefield. I plan attacks and assaults around these units...without the mine clearing capabilities...it takes a vital component away from the game.

Installed the 1.02 patch and the German Flak 28(e) 40mm anti-aircraft gun in WF" Towards Futa Pass" still has no soft or hard attack factors. The boys have a breathtaking view of the action but they sure wish they could partake.

Installed the 1.02 patch and the German Flak 28(e) 40mm anti-aircraft gun in WF" Towards Futa Pass" still has no soft or hard attack factors. The boys have a breathtaking view of the action but they sure wish they could partake.

West Front Scenarios 'In the Virgin's Name ' and 'Indicision at Brunete' Playing either side against the AI Fog of War

All of the AI's units appear as questions marks........ can't shoot at them, can't assault them, can't fire artillery at them. When they move, they can be seen for what they are but then they revert back to question marks......... and they never fire (although they will assault, during which time they can be seen for what they are...... which is nice cuz then you know what killed ya) but then they revert back to questions marks. Am I missing something?

West Front Scenario 'And we shall stand' Playing Axis against the AI Fog of War

Before patch 1.02, when you tried to drive a truck up the main road on the left, hidden enemy units always fired at you......... after 1.02, nothing. When I move a tank right up next to the hidden guys, they appear (no question marks) but they refuse to fire. Assaulting the little rascals before the patch, they defended with a strength of something like 63..... after the patch, they defend with a strength of 0. Even the AI shouldn't be that easy!!!

The WF 'Dotrmund' scenario is similar with the AI not using opportunity fire at all,even when units embarked on truck or MCs drive next to the enemy. So it looks like something was broken with the 1.02 patch.

The WF 'Dotrmund' scenario is similar with the AI not using opportunity fire at all,even when units embarked on truck or MCs drive next to the enemy. So it looks like something was broken with the 1.02 patch.

I've applied Patch 1.02 and tried playing Race to Neva? I believe is the name of the scenario - at work now and don't recall the exact name in East Front. The Finns have bicycle troops and they still can't "ride the bikes". They have to get off and walk - defeats the purpose somewhat. What gives?

I've applied Patch 1.02 and tried playing Race to Neva? I believe is the name of the scenario - at work now and don't recall the exact name in East Front. The Finns have bicycle troops and they still can't "ride the bikes". They have to get off and walk - defeats the purpose somewhat. What gives?

Chris,In WF DCG Campaign, when you get to the medal awards, its coming up with part of the writting, but at the end its -1, space, space, 9 at the end. Also, ask Jason what this new stuff in the patch is to do? Like the trains, or is that just for looks!Sub Jockey